CFP: Videogames and Cinema (Italy) (7/30/06 &amp; 9/1/06; collection)

We are currently seeking for essays that analyze the interplay betweenvideogames and cinema for a a book provisionally titled Videogames andcinema. Digital play, screen pleasures, This edited collection will bepublished in Italy in Winter 2006 in the ongoing "videoludica.gameculture series" [www.videoludica.com].

The emphasis will be on videogames rather than cinema, that is, we wouldlike to focus on the way digital games expand, reinvent, and/or subvertfilm narratives.

Scholars might productively borrow models from such fields as gamestudies, film studies, television studies, cultural studies, popularculture, economics, and psychology.

Other related topics may be accepted at the editor's discretion.Revised/expanded versions of essays that have already been published inEnglish might also be considered.

Interested scholars should email their contact information and a 1000word abstract (in English or Italian) to mbittanti_at_libero.it by July30th 2006.

Please keep in mind when writing your abstract that these essays shouldbe chapter length with a target word count of 5,000+ words. The finaldraft should be submitted not later than September 1, 2006 via email (asa Word document attachment to mbittanti_at_libero.it). Accepted formats:MLA, Chicago, APA.

Questions and comments should also be e-mailed to mbittanti_at_libero.it.

The publication of Videogames and cinema. Digital play, screenpleasures will be followed by a conference on digital games and film atIULM University in Milan, Italy. The event will take place sometime inSpring 2007.

Edited by Matteo Bittanti, videoludica. game culture is a series ofbooks about critically acclaimed and much-loved videogames of the past40 years. By turns passionate, creative, and always informed, thethought-provoking books in this series demonstrate many different stylesof thinking about videogames. What binds this series together, and whatbrings it to life, is that all of the authors scholars/critics/gamers- represent the cultures that these games spawned after their releases.Each meditation revels in the distinct nature of the chosen game, seriesor genre - providing insightful commentary to an overlooked practice.Available in three formats ('Monographs', 'Readers', and, soon,'Illustrated'), these volumes discuss videogames from a broad academicand critical perspective, setting characteristics, themes and techniquesin context and exploring the games significance. More info:www.videoludica.com.